cbuffer MeshCBuffer{
	matrix worldView;
	matrix proj;
	float4 color;
}

struct VS_IN{
	float4 vl : PositionL;
	float4 nl : NormalL;
	float2 uv : TexCoord;
};

struct VS_OUT{
	float4 vp : SV_POSITION;

	float4 vc : PositionC;
	float4 nc : NormalC;
	float2 uv : TexCoord;
};

PS_IN main(VS_IN input){
	//process
	input.vl.w = 1;
	input.nl.w = 0;
	//calculate
	VS_OUT output = (VS_OUT)0;
	output.vc = mul(input.vl, worldView);
	output.nc = mul(input.nl, worldView);
	output.vp = mul(output.vc, proj);
	return output;
}